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Posted by: Marc420
« on: November 14, 2011, 10:48:37 AM »

To me, the fun part about this game is how the questions in this thread depend so much on other factors beyond ship design.   

So, tonnage depends a lot on shipyard sizes, maybe even which slipways are available, and jump engine sizes.   I'm in the early stages of a game building 4kt ships because I build some 4kt jump engines to get my survey ships out into the universe.   But, now I'm getting jump gates build between the good systems my surveyors found, and I'm starting to be able to think about much bigger sizes.   But with the proviso that those bigger ships would still only be useful in the systems with the jump gates.

Maintenance questions are the same way.   You kinda have to ask yourself first where this ship is going to operate.   If you are sending your ships out on long 5 year missions to go where no zwardnik has gone before, then they need more maintenance than the ships that I know from their size are designed to operate only in the systems connected by jump gates, and thus presumably always close to be able to be resupplied to top up their supply stocks and keep the parts from breaking down.

Maybe because I'm an engineer type, but to me the fun part of this game is trying to build ship designs that fit your circumstances and needs.

And like you, I'm in one of the first games I've gotten this far trying to build ships to fight against enemies I haven't seen yet.   So, there's a natural uncertainty about whether what I'm building is good enough to fight against an unknown foe.

Did learn a few things from this thread.   So thank you very much both to Atlantia for starting it and for everyone who joined in.   I suspect my missile defense is of too short a range.   I went for fast, small missiles with a range of only 200k km.   Sounded like I heard some good tactical advice higher up that they like to engage incoming missiles further away than that.   

I was just going through the 'big' versus 'small' missile debate on my own.   I'd designed some size 12 missile and MIRV'ing drones for my planetary defenses.   And then went ahead and designed a shipboard size 12 launcher just to give myself the option of moving these missiles out away from my planets.   So, I was then debating between new ship designs that either expanded out then number of tubes firing my current size 4 missiles, or instead having a few tubes that could fire the big missiles out at an enemy.    Last night, right before reading this thread, I'd already descided to go with the plan of smaller but more missiles.   Hopefully that'll overwhelm any PD defenses with numbers.   Although, if I get a shipyard free'd up, I might still put out at least a few of the size 12 big tube ships just so I can be more flexible with that missile stockpile.

Don't forget to think in terms of Task Groups instead of individual ships.   The key seems to be in what combat power a group brings to a battle.   You've already started that in terms of escorts and strikers and sensor ships.   But you can also have a supply ship around restocking the fleet on those MSPs.   Or tankers.   Or ordinance ships.   Sounds like that can be important to remember, especially if working under a size limit or if trying to keep your combat ships as small and as fast as possible.   I just try to make myself think of the task group that will eventually be fighting instead of looking just at the class design on the screen in front of me.

Don't forget beam ships either.   Like you, I think I tend to undersize my magazines.   Especially since I was working, and still am for any offensive fleets, with a 4k jump engine limit (a 7. 5kt mil jump engine is being researched).   But all this talk about magazine sizes also starts to reveal the advantages of a ship that doesn't need ammo.   So, I've been trying to mix in some Beam ships into my construction plans.   I've also got a couple of planets the surveyors have found nearby that are planetary nebula where missiles won't work anyways.

Names like Frigate and Cruiser are just for your own use.   Make them whatever you like.   You can type new ones on the list at the bottom if you want.   So far, figuring I was doing little ships that fit through my little jump holes, I've been calling my Frigates, with the newer 7k designs being called Destroyers.   But, that's just my own preferences and you can call them what you want.   You can make Dreadnaughts be little patrol craft and save the ultra scary name of "Destroyer" for your future Death Star if you want.   :)
Posted by: Yonder
« on: November 03, 2011, 02:57:08 PM »

My classifications change during the game, much as classifications evolved in real life. I consider a "basic combat vessel" to be a destroyer, large and well equipped enough to hold it's own in smaller engagements, fast enough to be maneuverable and easily redeployed, and small enough to field and support in numbers.

My first combat ship is always classified as a destroyer, however depending on how long it takes me to deploy an actual combat ship it may only be 3000 tons, or as much as 6-7000.

Usually by the time I decide to upgrade my fleet technology my shipyards have gotten considerably larger, and because of that I can diverge into two different size categories, that's when I add the Cruiser. A Cruiser (for me) is similar to a Destroyer, but larger and it uses that extra mass to specialize in one way or another, generally in increased weapons. So a Cruiser would be larger than a destroyer, just as fast, more expensive, have much more firepower, but have the same or slightly more armor than a destroyer. At this stage my Destroyers are probably around 8k tons, while the Cruisers are around 12-14ktons.

In my next generation the Destroyers could be 12k tons, the Cruisers could be 18k tons, and I might introduce a Frigate if needed, at around 4-5k tons, or perhaps smaller. The Frigates generally have fairly specialized missions, hit and run, scouting, defense of systems that are unimportant or don't have the maintenance facilities to support larger vessels, escorts for fighters on their approach, etc.

So while a third generation Frigate may be very close in size to a first generation Destroyer (possibly even larger) that's intentional. I don't design a ship by tonnage, and then give it a classification, I decide what the ship's job is going to be, classify it, then design it as best as I can. Whatever size it is at the end of that, that's the size that class is for this generation of ship.
Posted by: Charlie Beeler
« on: November 01, 2011, 07:37:32 AM »

Oh man, I just realised. I should probably have more MFCs on this AMM ship, eh? Gah. Well, whatever, I'll include that in the next generation.
that would really be dependent on performance and the salvo density and number of salvos your facing regularly as well as what PD setting your using.  If your using 1v1 and seeing salvos of less than 8 and getting 100% hit ratios... then you might need more MFC's.  At a 2v1 setting that has you engaging with 2 amm's per missile in a single salvo, up to 4 missiles per cycle. 

There are times I use PD missile suites with 15, 20, or even 25 launchers per MFC with a 5v1 setting.
Posted by: metalax
« on: October 31, 2011, 07:06:23 PM »

The only time you are going to want less than 3-4 amm launchers per firecontrol is if you are confident that you have a well over 100% interception chance against your enemies missiles. Although with your current set up you could ripple-fire 2 launchers from each control every 5 seconds.
Posted by: Din182
« on: October 31, 2011, 06:31:52 PM »

3-4 missile tubes per MFC is good, I think.
Posted by: Atlantia
« on: October 31, 2011, 06:13:04 PM »

Here we go, I've revised the designs!

AMM Cruiser:

Code: [Select]
Baranda-A class Missile Cruiser    5,050 tons     328 Crew     961.72 BP      TCS 101  TH 300  EM 0
2970 km/s     Armour 10-26     Shields 0-0     Sensors 22/22/0/0     Damage Control Rating 5     PPV 8
Maint Life 8.24 Years     MSP 595    AFR 40%    IFR 0.6%    1YR 16    5YR 234    Max Repair 84 MSP
Magazine 519   

Internal Confinement Fusion Drive E5M (3)    Power 100    Fuel Use 50%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 71.3 billion km   (277 days at full power)

AMM Missile Launcher Mk I (8)    Missile Size 1    Rate of Fire 10
MFC AM FC13-R1 (2)     Range 13.9m km    Resolution 1
1-Mosquito Mk III (519)  Speed: 39,800 km/s   End: 0.4m    Range: 1.1m km   WH: 1    Size: 1    TH: 451 / 270 / 135

Active Search Sensor MR9-R1 (1)     GPS 84     Range 9.2m km    Resolution 1
Thermal Sensor TH2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

Oh man, I just realised. I should probably have more MFCs on this AMM ship, eh? Gah. Well, whatever, I'll include that in the next generation.
Posted by: Atlantia
« on: October 31, 2011, 12:08:35 PM »

Welp, I need to give these guys a try in action against my neighbours sometime soon. Seeing no major flaws, I'm gonna put these guys into production. (First gotta get my PDCs constructed)

Thanks for all of your feedback, folks!
Posted by: jRides
« on: October 31, 2011, 05:06:53 AM »

I generally use size 4 missiles on all fleet/fighters up to the Battlecruiser size who use size 6, i've never built bigger missiles - but then I've never actually built anything bigger than a battlecruiser - which in my game is 24kton. Maintenance is 2-3 years (aiming for two minimum in the design) - fleets spend much of their time at places with adequate maintenance bays - be it colonies, outposts or shipping, it will be a nodal point covering a sector of systems usually no more than 4 jump ponts away, altho as always it depends on the game/map/xeno activity etc. Recon and patrols is usually conducted by specialist ships with hefty sensor suites and a decent speed (usually fastest in the fleet) but again with 2-3 years maintenance, each of my fleets will have easily half a dozen recon ships with a couple attached, a couple out on patrol and perhaps a couple in overhaul

Sizewize - and this is just my take on it:

Corvette/Sloop [1-3kton]
Frigate [2-5kton]
Destroyer [5-8kton]
Light cruiser [8-12kton]
Cruiser [12-15kton]
Heavy Cruiser [15-20kton]
Battlecruiser [20+kton]
I have never built anything bigger in a warship than 24 or 25kton, but if I did next classes would be:
Battleship (historically just a slower more heavily armed battlecruiser - i take this the same way)
Dreadnaught (light, standard and heavy versions depending on tonnage)
Monitor (this is the Starfire designation, which i like)

As always as size markers are not reliant on your actual size its always fluid, a more heavily armed and armoured 3kton ship may be classed a light destroyer whereas a speedier lighter 5kton ship next to it is classed a frigate. I'd go with what sounds cool to you.
Posted by: ZimRathbone
« on: October 30, 2011, 06:31:07 PM »

Regarding missile sizes, my shipboard missiles tend to fall into two categories, siz1 AMMs and Siz4 or Siz5 ASMs,  however I do also tend have a very large missile design (siz 24) which is carried by PDCs, minelayers (who have siz 24 tubes for mines anyway) & a Fighter or  FAC which carries a pair of siz24 box launchers.

These have scored quite a bit of sucess as the small salvo size makes it difficult for defences to engage - particularly with some of the larger enemies - my first victory over the invaders was achieved through these bigger missiles.
Posted by: blue emu
« on: October 30, 2011, 01:02:37 PM »

The escort cruiser looks ok-ish.
The range of the res-1 active against size-6 and smaller missile should be around 1 mkm which is rather short, but it is in-line with the range of your AMMs. Personally, I like to engage hostile missiles somewhat farther out.

The missile cruiser looks good.
Given the size, 8 x size-5 launchers is quite good. Don´t let yourself being talked into bigger ones :)
Yes, large missiles pack a bigger punch, but each missile shot down by PD is a lot less damage dealt. Personally, I am in the "missile spam" camp. Size-4 and lots of ´em  -- blot out the sun kind of lots.
I also avoid using several different missiles of the same size on one ship - or at all - simply for logistics reasons. It is a PITA to keep the battlefleets supplied with missiles as it is, no need to further complicate things. Also, if I have a long-range shipkiller, I intend to use it and stay out of the range of counterfire. Yes, there will be times, a short-ranged, heavy hitting missile might come in handy, but is it realy worth the trouble?

I agree with a lot of this... but in my own games, the size-6 missiles that I mount on my Fighters (in Box Launchers) are shorter-range and heavier-hitting than the size-6 missiles used by my warships. This doesn't cause much logistical confusion (since I don't mix missile types on the same ship... Carriers load one type, Cruisers the other), and it exploits the Fighter's high speed and small target size which allow it to close to optimum range while the missile Cruisers stand off at longer range.

Size-6 missiles are the largest ones that still show a minimal sensor signature... anything larger than that is easier to spot, as well as slower to load. I agree that smaller missiles tend to work better than larger ones... they offer more chance of overloading the enemy's PD as well as faster reload rates. Only my Minelayers carry really large missile tubes.
Posted by: scoopdjm
« on: October 30, 2011, 12:23:17 PM »

No but you just brought it away. Refocus: this thread is Only commenting on this guys ships and furthering the discussion of maintenance supplies
Posted by: Hawkeye
« on: October 30, 2011, 12:19:43 PM »

Not sure I should post this here, as it does have nothing to do with those cruiser designs, but as the discussion has sort of moved towards maintenance life and fleet doctrins, I thought "why not"

I am a firm beliver in "he who tries to defend everything, defends nothing" doctrin.

Repeat after me:

There is no overkill, only "Open fire!" and "I have to reload!"

I will not invite defeat in detail!


Each populated colony will get a few PDCs ASAP.
Each sector capital will have a strong battlefleet on station, ready to come down on any hostile alien like a ton of bricks.
Posted by: Andrew
« on: October 30, 2011, 12:09:05 PM »

I have never lost a warship to maintenance problems, never even had one become combat ineffective due to failed systems, they suffer system failures if deployed away from base for several years but then repair them from their maintenance stockpiles, I often get ship deployed for 4-5 years without serious problem with a maintenance average of 1or 2 years. On occasion if a big system (jump drives or large sensors) fails I have had to transfer maintenance supplies from other ships in order to enable them to keep repairing further problems. I have never even needed to build dedicated resupply ships.
Survey ships and any other ships intended for really long term operations may have longer maintenance clocks but not warships.
Posted by: Charlie Beeler
« on: October 30, 2011, 08:59:37 AM »

Comment on maintenance supply for warships.

I tend to not look at the estimated time at all.  Instead I take the max repair value and have my on board supplies a minimum of twice that and sometimes three times.  This allows for enough onboard capacity for combat repairs though damage control which will be at twice the component repair value.  Set a conditional order to return to a colony or supplyship when the onboard supplies reach 30%.  My extra solar patrol task groups have a military jump/command ship that doubles as a tanker and supplyship.  Maintain an overhaul schedule of no greater than 3-4 years and your good to go.
Posted by: scoopdjm
« on: October 30, 2011, 07:02:01 AM »

agreed girlinhat my ships are at 10 years maint life. since my military follows a doctrine of have a small taskgroups designed to be operating in large areas (5-10 systems) I have them out for a while then call them back to earth or one of my outposts for overhauling.